[X] You are a collection of random villagers who happened to get lucky and escape the abomination's wrath. You happened to go right when it went left. You happened to meet up in the woods. One of you happened to be carrying the village's Treasure. If you have nothing else, you seem to have plentiful supplies of luck.
[X] The Lakeside
Trait Gained!
Fortunate Souls: Reroll 1 low roll each turn. May fade with time and circumstance.
In the morning you throw dirt on the fading fires and begin walking. Once along the way you hear the cracking of branches, so you stand still and finger your weapons. But your luck holds and whatever creature made the noise moves on without finding you.
You approach the lakeside, where several empty lean-to structures already await you. In better days they were used by your village's fishermen to shelter from the elements. Now they're almost large enough to hold half your party. One of you is a fisherman and he shows you a hollow tree covered by a door made of bark. Inside are nets and spears. This should make things easier.
You carry the tools back to your shelter and set them in a lean-to that now also holds your village's Treasure. It is a small statue that looks like a particularly ugly gnome got frozen midway to turning into a frog, his mouth open in an idiot's grin. Once a day that mouth spits out a large pearl, and each day it's a different color. These are valuable and once you gather enough, they can be sold for things you need.
As the dusk falls you draw lots to decide who sleeps when and those who don't get to sleep light the fires and stand watch. Those who do sleep dream of a great village standing in the middle of the lake, propped up on stilts, connected to land by a bridge that can be pulled away in times of trouble.
There is much work to done. You must catch enough fish to feed yourselves, build more shelters, and make flint tools. You generally rely on metal, but there is always more need than supply, so a few still remember the art of knacking. There are also more specialized tasks to be done. Fortunately your group holds all kinds of people. The strong among you must go out and solve problems through violence. The patient must work, and work
hard. The wisest among you must prepare a ritual. Though none of you truly understand magic, you know that like calls to like and a ritual performed here will connect to the grander rituals from your better days and all the way back to the original event.
Pick 1 activity from each category:
Adventure:
[ ] Seek survivors
You think that more of your people are out there. The abomination failed to kill methodically and those who ran might have survived as you did. The woods are teeming with shapeshifters and puppeteers, but your people know the signs and how to tell a false man apart from a true one...most of the time.
[ ] Patrol the shore
There are
things lying in the muck with long, thin fingers and brittle, sharp teeth, you're
sure of it. Find them and spill their blood before they have a chance to spill yours.
[ ] Scout the area
Venture beyond the shoreline and walk through the nearby area, noting any threats or anything else of interest.
Industry:
[ ] Fortify
Create a perimeter of sharpened stakes around your camp and start making sure that all of your shelters have actual walls.
[ ]Make rafts
Use sticks and reeds to make a small flotilla of rafts to make it easier to navigate the lake (or use it as an emergency retreat).
[ ] Gather additional food
Spend all your time finishing and gathering whatever edible plants you can find in the immediate area.
Mysticism:
Bereft of anyone with true knowledge of magic, you're left with fumbling attempts to imitate what worked before. In this case it means ritually re-enacting important events from the past, seeking to bring out their echoes through sympathetic magic. The re-enactments can be altered in subtle ways to draw out particular facets of the ritual.
[ ] Ritual of the First Chief and the Guardian
One of the oldest rituals in your village, and one that you performed just a couple of days ago, it commemorates the founding of your village, when the First Chief struck a bargain with the mountain god, gaining protection in exchange for sacrifice. Traditionally the ritual would be finished by carrying a tied-up victim to the top of the mountain for the god to swallow whole, but this time you're going to have to pretend.
-[ ] Honor your guardian and lament his loss
-[ ] Honor the sacrifices and seek to ease their pain
-[ ] Honor the final sacrifice and seek to assuage her wrath
[ ] Ritual of the Clever Boy
A ritual commemorating a boy who got traveled too far from home and was in turn captured by the Crone, the Hag, and the Harridan. Each time he succeeded in outsmarting and slaying his captor, compensating for his lack of strength through observation and cleverness.
[ ] Ritual of the Ashen Field
A farmer whose field is burned scours the land inch by inch, picking out what few grains he can find. He then replants them and tends to them twice as hard as before. And though he goes through many hardships and humiliations, the field bears a large harvest and in the end he is better off than before.